Bending an Object into a Sphere












2














Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?



I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.



The polyhedron i use looks like this










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    2














    Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?



    I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.



    The polyhedron i use looks like this










    share|improve this question

























      2












      2








      2







      Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?



      I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.



      The polyhedron i use looks like this










      share|improve this question













      Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?



      I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.



      The polyhedron i use looks like this







      objects






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Dec 12 at 7:32









      Peter Krüger

      132




      132






















          2 Answers
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          Another approach:




          • Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'

          • Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)

          • Assign a Cast modifier, 'Sphere' option, Factor: 1


          enter image description here



          You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..



          You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
          and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects



          enter image description here






          share|improve this answer































            1














            You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).



            Transform to Sphere






            share|improve this answer





















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              2 Answers
              2






              active

              oldest

              votes








              2 Answers
              2






              active

              oldest

              votes









              active

              oldest

              votes






              active

              oldest

              votes









              3














              Another approach:




              • Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'

              • Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)

              • Assign a Cast modifier, 'Sphere' option, Factor: 1


              enter image description here



              You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..



              You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
              and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects



              enter image description here






              share|improve this answer




























                3














                Another approach:




                • Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'

                • Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)

                • Assign a Cast modifier, 'Sphere' option, Factor: 1


                enter image description here



                You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..



                You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
                and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects



                enter image description here






                share|improve this answer


























                  3












                  3








                  3






                  Another approach:




                  • Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'

                  • Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)

                  • Assign a Cast modifier, 'Sphere' option, Factor: 1


                  enter image description here



                  You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..



                  You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
                  and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects



                  enter image description here






                  share|improve this answer














                  Another approach:




                  • Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'

                  • Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)

                  • Assign a Cast modifier, 'Sphere' option, Factor: 1


                  enter image description here



                  You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..



                  You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
                  and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects



                  enter image description here







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Dec 12 at 9:01

























                  answered Dec 12 at 8:52









                  Robin Betts

                  6,1701628




                  6,1701628

























                      1














                      You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).



                      Transform to Sphere






                      share|improve this answer


























                        1














                        You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).



                        Transform to Sphere






                        share|improve this answer
























                          1












                          1








                          1






                          You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).



                          Transform to Sphere






                          share|improve this answer












                          You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).



                          Transform to Sphere







                          share|improve this answer












                          share|improve this answer



                          share|improve this answer










                          answered Dec 12 at 8:08









                          Martin Z

                          3,9041425




                          3,9041425






























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